posermcbogus wrote:Yo! I'm looking at making a kill team out of my black templars - while I've got pretty much any tactical marine a good crusader could ever dream of, my other options are kinda limited - all of my scouts are built as neophytes for my crusader squads.
That means I've got 1 shotgun, then a mix of combat knives, boltguns and a sarge with a chainsword. I've got 10 of 'em total in my collection.
(no primaris at all tho)
As it stands, I'm looking at a heavy bolter marine with the heavy specialism, a flamer marine, and a scout marine with a shotgun. As for everything else, I'm not totally sure what I should be doing, and feel a bit like I'm in for a pasting, as with my collection, it seems like I can only field one special, one heavy and whatever I put on my sarge, along with my shotgun scout, with everyone else just being kind of chumps.
Depending on how fluffy you want to stay and how you think Black Templar handle Primaris really does color your kill team a bit. Becuase I don't really know, I will proceed like you are okay with everything Space Marines can bring in Kill Team. Do understand I don't play Kill Team on the bleeding edge of the best units and non-specialist, loyal Space Marines aren't a faction I primarily play.
Weapons:
Missile Launchers, I really like them in Kill Team on
MEQ stats. They cover both groups of mooks and elites pretty well between frag and krak missiles. And you can have two of them (scout and old marine). Heavy Bolter, I am pretty much forced to take one as a
CSM Kill Team player, but I don't think that is too bad. It is a decent weapon in Kill Team. My friend's scout kill team has one, but I don't know how well it works as the
HB scout gets wasted before firing a single shot in the couple of games I have seen him used. I am pretty sure Space Marines have an awesome Tactic for the Heavy Bolter too. I am two minds about the meltagun. I haven't taken it with my
CSM as there isn't anything so powerful that I feel a super-charged plasmagun shot also works with more range. At the same time, a meltagun shot within 6" is very likely to eliminate anything not a Necron. I don't think I like the shotgun in Kill Team. It should work, but I don't think it really does. You are basically in charge range to get the most out of it which is a tricky spot to get to and you probably are only getting a single shot. I don't have any experience with grav weapons, but on paper they didn't impress. Pistol and Chainsword, I outfit most of my non-specialist marines this way mostly due to a lack of options and desire to use a primarily marine based team. They don't really stand up against true melee focused units of other factions, but they can hold them up for a bit and sometimes win fights with some luck and charging first.
Units:
Intercessors seem pretty good with the bolt rifle, and without looking in the rule book, I believe they can take an Auspex which is really good in Kill Team. Reivers, I am told they are pretty lackluster unless you are playing on a board that looks like Gotham City (has lots of tall buildings). Old marines aka minimarines, I think one with a missile launcher is good because he has a missile launcher. A plasmagun marine seems like a good idea as does a flamer marine. I wouldn't bother with bolter minimarines. I like having scouts as the core of the kill team since you are saving a couple points here and there to maybe fit one more unit in the team. I don't know if that is common for space marine Kill Team players.
Like I said, I don't directly play Space Marines. I can only infer based on their spiky equivalent and the occasional game with my buddy's scout team.